Oblation doesn't need a buff. It needs to be reworked or completely replaced. Unfortunately the best we can hope for this xpac is probably like an extra 5% mitigation, which even that won't bring it in line with what other tanks got.
Oblation doesn't need a buff. It needs to be reworked or completely replaced. Unfortunately the best we can hope for this xpac is probably like an extra 5% mitigation, which even that won't bring it in line with what other tanks got.
Shadowbringer and Oblation are pretty bad and bloaty additions both. Why doesn't Delirium just change edge/flood into Shadowbringer for it's duration for example (with the potency adjusted for the burst obviously)? Like yeah, the whole rotation is in dire need of a rework, but even in a vacuum it's pretty clear no one in the job design team gave a fuck about DRK and just slapped on a couple new whatever buttons.
Last edited by ThorneDynasty; 05-25-2022 at 09:53 AM.
In practice, though, TBN has no MP cost unless you manage not to pop it (i.e., use it just before a long, auto-less cast). That'd be like HoC refunding its cartridge so long as you drop to at least 80% HP, or Bloodwhetting refunding its gauge so long as it deals at least 3 attacks while under the effect. The threshold for success would be so minimal that it'd hardly be worth calling a cost -- only a further bit of gauge management and a required fight/timing awareness.I mean I think one way to balance that is to make other defenses have gauge costs associated with them like how TBN has its 3k MP cost. It would makes sense to me if Heat of Corundum cost a cartridge or say each of the WAR's heals (Bloodwhetting, Equilibrium, Nascent Flash) having a gauge requirement. I'd also go as far to suggest something like Bloodwhetting consumes your whole gauge and the potency/duration is determined by the amount consumed with you getting the current iteration of the ability by consuming 100 gauge.
You can expect, though, that if that MP were removed, DA would of course be gone and TBN's cooldown would almost certainly increase to 20 or 25s, which would cost it a decent bit of affordance.
Personally, I'd have liked to see Oblation as an upgrade to Dark Mind, thus retaining that discrete and more unique TBN but sacrificing no further buttons.Both Shadowbringer and Oblation are pretty bad and bloaty additions both. Why doesn't Delirium just change edge/flood into Shadowbringer for it's duration for example (with the potency adjusted for the burst obviously)? Like yeah, the whole rotation is in dire need of a rework, but even in a vacuum it's pretty clear no one in the job design team gave a fuck about DRK and just slapped on a couple new whatever buttons.
As for Delirium, move it away from Inner Release a bit by extending its duration and having it half the Blood costs of your next three Blood spenders (including Living Shadow) and the MP costs of your next three MP spenders. Additionally, have Edge/Flood under Delirium ramp into Dark Passenger (540p, 40% AoE) and then into Shadowbringer (620p, 40% AoE). (Edge->DP->ShB would therefore ramp up at 80 potency each time.) Shadowbringer therefore would, per Thorne's suggestion, no longer requires a separate button, and we'd get more of a sense of the DRK really building up into going ham.
Why is this nonsense thread still being kept alive?
I don't mind tanks healing themselves like crazy but what i don't like is that they can heal others. In my opinion Tanks shouldn't be able to heal others, that's a healer job to heal other players.Not sure if Square/Enix is intending this to go into Savage mode as is but if the last two weeks of the expansion are of any indication the tank healing is way higher than it should be. Seeing all the numbers tanks can put out in self-healing from 10k heals to 30-40k burst heals is a tad silly. They are officially stronger healers than the classes meant to heal. We need a balance patch before the real raiding begins or this might be the most ridiculous game anyone can take seriously that wants to have a progressive raiding core to go with.
The game has a lottof issues right now with balance and cheating and I would not be against delaying the Savage raids to take care of rotation/movement bots and programs that tell you where to go and what mechanics are about to happen. That along with the balance of tanks and healers right now is also a huge consideration to me.
It just needs to be merged with TBN imo. I like the idea of having two TBN's charges to spread on both tanks for shared TB's. Oblation is just underwhelming. For reference, Reprisal is on the same recast, duration, mitigation and affects all enemies around you. Nothing wrong with it but for a new skill its pretty meh.
It just needs to be merged with TBN imo. I like the idea of having two TBN's charges to spread on both tanks for shared TB's. Oblation is just underwhelming. For reference, Reprisal is on the same recast, duration, mitigation and affects all enemies around you. Nothing wrong with it but for a new skill its pretty meh.
Merging TBN and Oblation is a bad idea, it's also counterintuitive to how TBN is designed.
You want TBN to pop, adding a damage mitigation would mean you take less damage so the shield is slightly harder to break.
Reduce charges to 1 and make Oblation 15% mit.
This.
But, there is an easy compromise if the problem is TBN's mitigation profile, and yet another if Oblation itself is simply too insignificant.
If the problem is TBN's mitigation profile, make TBN itself scale a bit further with incoming damage by mixing in some degree of percentile effect. For instance, reduce its %HP shielding from 25% to 20%, but pair that with a 20% mitigation effect while it's active. In that way, its effective mitigation scales a tiny bit further with extreme or chained hits (with the optimal interaction being to absorb as many smaller hits as possible without breaking, then break on a huge hit).
If, for whatever reason, Oblation must be merged into TBN, have it take effect thereafter, such as by having that 20% mitigation effect linger for 3 seconds after TBN expires (or pops).
And if the problem is Oblation itself (being so lackluster), just have Oblation deal 20% mitigation for the first 4 seconds before degrading to 10% mitigation for the latter 4.
No need to nerf one capacity to buff another that's already undertuned. Can just leave at two charges and still give it 15% miti. At most, trim its duration very slightly (e.g., to match TBN's 7 seconds).Reduce charges to 1 and make Oblation 15% mit.
Last edited by Shurrikhan; 06-30-2022 at 07:01 AM.
Could have Oblation apply on TBN breaking to, either as additional % mitigation or a new shield.
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